byuu says:
This release defaults DSP-3 loading to use the uPD77C25 core. It also
pre-emptively does the same for the DSP-2 and DSP-4. v072r11 did this
for the DSP-1.
I've also renamed my string<>integer conversion function names:
strhex -> hex
strsigned -> integer
strunsigned -> decimal
strbin -> binary
strdouble -> fp (this one will no doubt be trouble since 'file fp' is
a common idiom. floatingpoint is too long, float and double are
already reserved.)
A number of changes in this release were contributed by Cydrak in the
WIP thread, who described his changes from r09/r10 thusly:
- Call cpu.synchronize_coprocessor() on external R/W to avoid missing data
- Sign-extend K, L before multiplying
- Load IDB before ALU. Supports the MOV A, d; XOR A, A idiom which is
all over the place
- Use 16-bit types in flag checks (notably Z)
- Flags mostly unified; hopefully at least OV0 and SGN work
- Carry-in comes from the *other* accumulator's flags, this is used for
long arithmetic
- CMP is ~q (see the many CMP A; INC A where values get negated)
- SHR1 is arithmetic shift and retains the sign bit (Mario Kart sprites
and physics are broken without it)
- SHL1 has carry-in per the datasheet, it doesn't seem to be used though
- XCHG probably byteswaps, but it's not used either
- Reversed DR external R/W order again, big-endian seems to break it
byuu described the remaining changes:
You do not need the XML files anymore, bsnes will automatically choose
the new uPD module, and look for dsp1b.bin.
If you make your own XML file, you can force the old HLE mode, or use
a differently-named PROM.
If and when we get the DSP-2,3,4 modules, bsnes v072.11 and above should
already be able to run them, assuming no more emulation core bugs.
Unfortunately, I missed the v072r08 release; it was taken down before
I saw the announcement.
byuu says (about v072r08):
This WIP adds NEC uPD77C25 emulation. Unfortunately it's not at all functional yet, there are way too many things I don't understand about the chip.
I'm absolutely going to need help to complete this.
[...]
For now, you need the included PCB XML to manually map the program/data ROM in, which are included with the archive. You'll have to rewrite the map yourself to run other DSP-1 games, unless they have the same layout as Mario Kart. I am using the US [!] version, name it mariokart.sfc and put all the archive files and the ROM together.
From here, bsnes will load up the ROMs, and start executing instructions. Since the emulation is so incomplete, it just deadlocks on the "Nintendo" logo as if there were no DSP on the cart at all, but if you enable tracing, you'll see it actually starts doing a lot of stuff before getting stuck in a really long and confusing loop.
[Note: the DSP-1B program and data ROMs are not included in this commit.
The PCB XML file mentioned above looks like this:
<?xml version='1.0' encoding='UTF-8'?>
<cartridge region='NTSC'>
<rom>
<map mode='shadow' address='00-3f:8000-ffff'/>
<map mode='linear' address='40-7f:0000-ffff'/>
<map mode='shadow' address='80-bf:8000-ffff'/>
<map mode='linear' address='c0-ff:0000-ffff'/>
</rom>
<ram size='800'>
<map mode='linear' address='20-3f:6000-7fff'/>
<map mode='linear' address='a0-bf:6000-7fff'/>
<map mode='linear' address='70-7f:0000-ffff'/>
</ram>
<upd77c25 program="dsp1b-program.bin" data="dsp1b-data.bin">
<dr>
<map address='00-1f:6000-6fff'/>
<map address='80-9f:6000-6fff'/>
</dr>
<sr>
<map address='00-1f:7000-7fff'/>
<map address='80-9f:7000-7fff'/>
</sr>
</upd77c25>
</cartridge>
Save it as 'mariokart.xml']
byuu says (about v072r09):
Fixes OP/LD RQM=1 on DR modify, Mario Kart can get in-game, but the
track is completely corrupted.
Reorders order of operations for OP, in an attempt to mimic parallelism.
Added support for OP KLM DST.
Added S1 flag setting, probably not correct.
byuu says:
I'm happy enough with the debugger now. Not 100% up to par with the old
one, but it also does some new things the old one didn't.
- step into / step over are disabled unless they can be done safely
- this means step over is usually grayed unless you hit step into first,
due to bsnes not being opcode-based (you can't skip an opcode that is
half-executed)
- you can now trace console output to disk
- stepping the CPU will print stepped SMP opcodes if the checkbox for it
is on and vice versa
- button added to clear the console log
(there was no r05 release posted to the WIP thread)
byuu says:
Updated libsnes to use new file and function names.
Also added EditBox::setCursorPosition for GTK+ and Qt, only used by the
debugger so far so that when text is added, it auto-scrolls to the
bottom.
(there was no r03 release posted to the WIP thread)
byuu says:
nall/snes/smp.hpp created, ~68 addressing modes compared to the CPU's
~27, ugh. All hooked up, you can step into / step over / trace the S-SMP
now as well.
byuu says:
Just debugger work here. About three or four hours to write
nall/snes/cpu.hpp, which is basically opcode encoding information for
disassembly.
byuu says:
- added pause shortcut ('P' key, as pause/break is too finicky)
- pause and auto-pause show on status bar
- added a debugger skeleton, very very primitive and completely unusable
- don't try it yet
- added software filter support
Also included is the new snesfilter library. It has all of the filters
the old one had, as well as scanline filters since that's not in my GUI
anymore
If you want scanlines and other software filters, then you can either
make your own hybrid two-in-one software filter, or make a pixel shader
(I don't have one of those yet.)
byuu says (since v070):
- fixed a regression in the accuracy/compatibility CPU core with IRQ
masking; fixes World Heroes 2
- fixed OAM address reset on $2100 writes for performance PPU core;
fixes Mahjongg 2 and others
- DSP-1 always returns high 8-bits of status register; fixes Ace wo
Nerae! freeze [Jonas Quinn]
- performance core can now take advantage of serial support
- pixel shaders now use a unified XML format; in the future they will
support multi-pass shaders and textures
- major code restructuring
- first public release of phoenix GUI port
- mightymo's cheat code pack is now an external file for the phoenix
port
- phoenix port stores cheat codes in XML format as well, unifying all
file formats to the same markup language
(there was no r15 release posted to the WIP thread)
byuu says:
This mostly contains improvements for nall, like path unification.
This should fix FitzRoy's issue with .. on Windows.
(there was no r13 release posted to the WIP thread)
byuu says:
- nall/string: trim and split functions now take the limit as a template
parameter for clarity, trim_once variants are removed
- quotable.trim<1>("\""); //remove quotes from string
- cheatcode.split<3>(","); //split up to three times, third one is
a description that may have commas
- foobar.trim(" "); //remove any and all spaces
- nall/string: added wildcard() and iwildcard() functions for pattern
matching
- nall/directory: accepts an optional pattern parameter to perform
wildcard matching
- lstring cartridges = directory::contents(path, "*.sfc");
- some people may prefer directory::contents("/path/to/files/*.sfc"),
but I like not having to build a string when you have the path
separated already
- nall/qt: removed entirely, now resides in bsnes/ui-qt/template; I do
intend to replace the check/radio actions with native Qt versions
later
- bsnes/data: new folder, share the parts that both UIs use; bsnes.ico,
bsnes.png, bsnes.Desktop, cheats.xml; simplify Makefile install target
- Makefile: install target now creates .bsnes folder and copies
cheats.xml there for you
- Makefile: gconftool hack removed, not needed for phoenix, will work
around with Qt later
- will probably make bsnes/Qt read the cheats.xml file externally as
well, as that file makes each profile 1MB bigger when embedded
- as such, will probably make bsnes also look in the binary directory
for that file, so Windows users don't have to copy it to their
userdata folder
byuu says:
- removed support for images with copier headers
- phoenix/Windows: Label properly refreshes on text changes, fixes video
settings sliders
- alt/ppu-performance: fixed mosaic Voffset bug, fixes Super Bowling et al
- alt/cpu: fixed CPU::joylatch() reporting, allows serial applications
to work with performance profile
- hooked up SNES::cartridge.basename, allows MSU1 and serial support
with the phoenix UI
- updated UPS patching code for bsnes/Qt, allowing it to compile again,
hidden config option file.bypassPatchCrc32 was removed
byuu says:
- phoenix/All: converted all instances of const char* to const
nall::string&
- above used to require: label.setText(string("FPS: ", fps)); but can
now use: label.setText({"FPS", fps});
- also avoids the need for the internal implementations to have to
check for null string pointers
- phoenix/GTK+: no longer disabling double buffering on the viewport.
Does not cause flickering, and fixes redraw issue on window resize
- phoenix/Qt: like phoenix/GTK+, it will use the default font on the
menubar as well, so child menu items are consistently sized now
- Linux: file browser can list contents of / and won't let you go
higher; Windows needs a similar guard for n:/ or \\
- UPS soft-patching support added
- external XML memory map loading support added
- cartridge folder support added: if folder ends in .sfc and there is
ONE .sfc ROM inside it, it will load the folder as if it were a ROM
- input assignment refreshes text instead of reloading the list, this
saves your position
- auto-advance wasn't working very well, will try again later
- input clear all button removed since it's pretty fast now to do
clear+down:repeat
byuu says:
- added workaround to phoenix/Windows to prevent horizontal scrollbar
always being visible on single-column ListBoxes
- phoenix gains Window::geometry()
- added code to save and restore window positions, as in bsnes/Qt.
Positions are saved to bsnes-phoenix-geometry.cfg this time
- resizing the main window will keep its position onscreen now
There's one issue with GTK+, if you close a window and then call
gtk_window_get_position(), it returns the previously set position rather
than where you actually placed the window. My easy fix of calling
gtk_window_get_position right before actually closing the window didn't
work, so for now you'll have to live with it.
byuu says:
- removed native OS dialog option, I don't plan to add all the code
required to make it optional everywhere
- cheat database supported, although it's external now. Either in the
.bsnes folder or with the binary, named cheats.xml
- cheats.xml is external so that binaries can be much smaller, important
for multiple profiles
- added "find codes" button to cheat editor (need to gray it out
permanently if cheats.xml isn't found)
- added cheat database add window, works the same as bsnes/Qt, but it
will also alert you if you run out of empty cheat slots upon import
- note: I should rename that ok button to "Import"
- hooked up callbacks for multitap/mouse/SS/justifier input
- added mapping for mouse axes and buttons
- used a simplified approach that only lets you map left/middle/right
buttons, but doesn't need a separate popup window or fake controls
- moved capture mouse command to tools menu
- different from Qt where you'd click inside the main window, meant to
be safer from accidental capture, escape still releases capture
- made a skeleton for GUI hotkey support, but the only hotkey is escape
byuu says:
- all three ports of phoenix gain the ability to use
ListBox::setCheckable(), checked(row), setChecked(row, checked
= true);
- cheat editor updated to take advantage of this
Some fun differences between the implementations. Windows was the least
flexible, it only lets you have a check at the start of each item.
Luckily that's all I need for my purposes so it'll work. It's also a lot
easier, as now I don't need a ton of extra code to try and set
per-column checkboxes. Now both Windows and Qt can put text into the
first item with the checkbox, but GTK+ cannot. Further, Qt needs this
because even if you hide the checkbox column, it still tries to search
for typed text from the checkbox column. GTK+ does this too, but unlike
GTK+, Qt lacks an API call to set the search column. Since my code
basically has to change this in real-time since you have to call the
setProperty functions after create(), this means I always set up the
checkbox columns regardless of whether or not they are used. For Qt,
I had to work around this and it'll be an annoying edge case if you try
and use setCheckable(true) and then setCheckable(false), because Qt has
no way to clear the checkboxes from an item once you've enabled them for
the first time. But without doing it this way, there's no way for eg the
ROM file loader to allow type-searching, so that's the way I do it.
Windows works the same, and GTK+ has a separate column (hidden from the
phoenix API standpoint) for the checkboxes, with no column header label
text.
All in all, a major hassle, but it was the only really major GUI hit
from leaving Qt, aside from the horror that's going to be the debugger,
which needs all kinds of highly specialized controls.
byuu says:
- added menu options to select controller port devices, they do actually
work too
- however, input mapping can't map analog axes yet, and the mouse can't
be captured yet, so it's of little use
- added clear and clear all buttons to the input mapper window, mainly
because there was no reason not to (escape clears active input too)
- going to be adding a "special" button in the future that lets you map
mouse axes and buttons
- fixed phoenix/Qt port, both the video rendering and Window::focused()
commands work now
The way I've implemented mouse mapping has always been screwy. So the
special button is going to pop open another window. For digital mapping,
it'll let you choose a mouse button, and for analog mapping, it'll let
you choose an axis. May add in some manual joypad assignment stuff in
there for analog joypad buttons, those things are impossible to
auto-detect.
(there was no r05 release posted to the WIP thread)
byuu says:
- bsnes/phoenix uses XML for per-game cheat codes, markup is identical
to the main database
- added clear and clear all buttons to the cheat code editor
- phoenix/GTK+ sets all child menu elements to match the parent menu font
- phoenix/Windows will draw a black canvas for the Viewport widget
(phoenix/GTK+ still needs this)
byuu says:
- fixed new config file input driver name (you'll have to delete your old config, or change to a different driver and back and restart)
- fixed slot loader windows' OK button placement
- fixed nall/directory.hpp when list size was zero
- rewrote nall/function.hpp, no longer requires <functional> or union tricks
- added state manager
The state manager is a little bit different this time. It's functionally
identical to bsnes/Qt, 100% of the way. But when you save slots, it
stores them in RAM. It only writes the BSA archive upon ROM unload
/ program exit. Yes, this means that technically if the emulator
crashes, you'll lose your states. But a) that very rarely happens, and
b) the old way was thrashing the disk like crazy, every letter you typed
dumped up to 8MB to disk. With this new method, I can simply store
a boolean valid flag before each slot, and pack the file better. Before,
a save on only slot 3 would be 3*state size (~1.2mb), it will now be
3bytes+state size (~400kb.) I have also added a proper signature because
of this, so it will detect when you load an archive for a previous
serializer version and ignore it. When you go to save (unload the game),
if there are no valid slots, the BSA archive gets unlinked (deleted.)
I am also planning a feature around the now-hidden "slot 0". My idea is
for it to be a fallback slot. How many times have you loaded a state
when you meant to save and said, "shit, now I lost some of my progress"?
The idea is that whenever you load a state, right before loading, it
will save to slot 0. When you unload the game, or exit the emulator, it
will also save to slot 0. You will be able to load from slot 0 from the
menu, but not save to it. It will appear at the bottom of the load list.
And lastly, I'll add an advanced option to auto-load slot 0 if it
exists, which will enable "close the emulator and restart where you left
off." functionality.
byuu has traditionally kept these shaders separately, but I don't see
why they shouldn't be stored alongside the code that uses them.
Unlike previous versions of pixel shaders, these are updated to use the
new file-format introduced in v070r03.
byuu says:
- fixed a bug in xml_element::parse() with <![CDATA[...]]> tags
- merged FragmentShader and and VertexShader into Shader, which is an
XML file that contains all relevant data
- updated Qt port to reflect the above
- added support for pixel shaders to the phoenix port
- updated all pixel shaders to use the new format
- ruby won't crash if you give an HLSL driver a GLSL shader or vice
versa, but it will still crash on bad programs
- phoenix::Viewport has its own window class, that paints a black brush
background
[The XML shader] format is subject to change, more specifically I may
change the <source> tag from HLSL shaders.
In the long-long term, it'd be nice to extend the format to allow
multiple shaders to be chained together and to encode base64 texture
files.
But for now, this is good enough.
byuu says:
- phoenix supports onActivate, or return key pressed, on text boxes
- phoenix supports setGeometry() on all widgets
- input settings can now map analog axes and analog buttons
- analog button support is simplified over bsnes/Qt, and it supports the
trigger inversion you see between Xbox 360 and Thrustmaster
controllers
- load cartridge window lets you press enter in the path box to select
the folder, but currently allows invalid folders (makes list empty)
- load cartridge won't reset your view if the folder doesn't change
- this means the last ROM you loaded is highlighted the next time you
go to load cartridge; you're welcome, FitzRoy :P
- removed quit system menu option
- added dummy controller port system menu options, there's no code
behind them yet
- added power/reset menu options, dropped the power checkbox in favor of
a standard power cycle option, removes unnecessary complexity
- added video mode scaling, 1x to 5x; and aspect ratio correction
- added video mode smooth toggle
- added audio settings panel with volume and input frequency adjustment
- config file is where you can control output frequency and latency,
they are too niche for a GUI
- fixed a realpath() crash on Linux when the bsnes binary was in /usr/bin
byuu says:
This release represents the coup de grâce of bsnes/Qt.
Changelog:
- configuration file is now called bsnes-qt.cfg; the first run of this
release will start with a clean state
- MSU1 now supports audio looping via new PCM file format
- disabled state load/save menu due to a serious bug in Qt 4.6.0 for
Windows
- RawInput: all keyboards merged to KB0, it should no longer be required
to reconfigure the keyboard out-of-the-box
- RawInput: fixed a bug where Xbox 360 controller states were being
overwritten by DirectInput controllers
- RawInput: fixed a device sorting bug caused by moving ruby to Unicode
- Direct3D: fixed a pixel shader bug caused by moving ruby to Unicode
- Linux port: fixed sudo make install target
- Linux port: default to gcc/g++ instead of gcc-4.5/g++-4.5 for one last
release
- updated to mightymo's 2010-09-20 cheat pack
byuu says (since v068):
- added new effect toggle tool window, which allows toggling of BG/OAM
graphics layers and DSP audio channels
- added an option to use the native OS file and folder open dialogs
instead of my custom browser
- added a new state selection window
- added frame skipping support, which is only used during fast
forwarding; as a result, fast forward is now ~80% faster
- removed unnecessary icons, added workaround for checkbox/radiobox menu
icons on Linux/GNOME
- added RTS/CTS support to serial simulation
- all cores: OAM high table even address writes should update OAM latch
data register [blargg]
- accuracy core: major improvements to mosaic emulation
- accuracy core: added additional hardware-based caching, resulting in
a ~15% speed boost
- accuracy core: emulated CGRAM address invalidation for writes during
active display
- performance core: added new S-PPU renderer, resulting in a ~10% speed
bost
byuu says:
This is basically the v069 release candidate, heavy testing would really
be appreciated. I'd like for v070 to be the first official phoenix
release, but if a major bug slips past us that will ruin it.
The big change is that save state support was added to the
PPU-performance core.
(there was no r23 release posted to the WIP thread)
byuu says:
Fixes OAM latchdata for all 3 cores and CGRAM address invalidation for
the accuracy core (the only one that really does it because it needs
cycle PPU timing.) Also removes the OAM/CGRAM read/write functions to
put them inside the actual MMIO functions. Easier to handle all the
special cases that way. VRAM is a bit more annoying since there's two
read and two write functions.
This should fix battletech/mechwarrior 3050 palette at least.
byuu says:
Wanted to torture myself, so I implemented the hardest window of all,
the cheat code editor. I had to sacrifice checkboxes inside lists,
unfortunately, but it's a necessary evil. Maybe some day if we can port
checkboxes inside list items to Windows and GTK+, we can add it back. It
should be the only really apparent GUI sacrifice, though. You toggle
cheats by double-clicking them in the list. Easy to do, but not
apparent.
I also added in the focus policy.
byuu says:
Changelog:
- adds synchronize video
- adds synchronize audio
- adds mute audio
- adds advanced settings window with driver selection only
- adds the pretty section header thing I started going toward with Qt
- adds a configuration file, saves to bsnes-phoenix.cfg (I don't make
the .bsnes folder yet)
- the status bar shows [A] for accuracy, [C] for compatibility and [P]
for carburetor
byuu says:
Changelog:
- fixed window casting crash in phoenix
- added perfect forwarding to nall::string variadic templates to fix
file load dialog crash in phoenix
- disabled copy constructors in utf8_t to prevent this problem from
occurring again in the future
- separated canvas window proc by creating a separate class for it
(ironically it was a desktop window causing the first crash)
- use processorArchitecture="*" to make compilation easier
- fixed status bar font assignment in phoenix/Windows
- added InitCommonControls + CoInitialize for XAudio2 on XP
- had to use DirectSound for audio; XAudio2 is crashing on exit which
breaks the profiling (only a problem because you can't change the
drivers without recompiling, there's really no reason to profile
XAudio2 anyway)
byuu says:
This adds proper manifest files to get the nice XP/Vista controls. Need
to find a way to auto-detect MinGW 32 vs 64 since I can't use $shell or
`` on gcc -v on Windows. For now you have to edit the
ui-phoenix/Makefile by hand.
I've implemented the video settings window. I am going to be using
separate windows this time. As nice as having everything in one place
was, I didn't like being forced to stretch things to fill out the
one-size-fits-all tab window I was using before. That and I don't feel
like implementing tab support with phoenix anyway.
The menu gets a load cartridge command, and bsnes writes save RAM files
now. Loading by file dialog crashes on 64-bit. Something's fucked up
there, but I don't know what. Again, help would be great here :)
byuu says:
This WIP fixes the Mode7 repeat issue in the accuracy core.
More importantly, it's the first build to include phoenix. There is
a stub GUI that does basically nothing right now. It will give you
a window, a command to close the emulator, and an FPS meter so you can
tell how fast it is. To load a ROM, you have to drag the ROM on top of
the binary. I don't know if it will work if the filename+path has spaces
in it or not, so avoid that to be safe.
[...]
For some reason, the 64-bit binary sometimes crashes on start, maybe 1:6
times. So just keep trying. I don't know what's up with that, I'd
appreciate if someone here wanted to debug that for me though :D
One really good bit of news, there was that old hiro bug where keyboard
input would cause the main window to beep. I spied on the main event
loop and, as suspected, the status bar was getting focus and rejecting
key presses. What. The. Fuck. Why would a status bar ever need focus? So
I set WM_DISABLED on it, which luckily leaves the font color alone.
I also had to use WM_DISABLED on the Viewport widget that I use for
video output. These two combined let me have my main window with no
keyboard beeping AND allow tab+shift-tab to work as you'd expect on
other windows, so hooray.
Now, at the moment there's no Manifest included, because Microsoft for
some reason includes the processorArcitecture in the file. So I can't
use the same manifest for 32-bit and 64-bit mode, or the binary will
crash on one or the other. Fuck. So the status bar may look old-school
or something, whatever, it's only temporary.
Next up, my goal is to avoid the hiro icon corruption bullshit by making
phoenix itself try and use an internal resource icon. So just compile
your app with that resource icon and voila, perfect icon. Not in there
yet so you get the white box.
Input is hard-coded, up/down/left/right/z/x/a/s/d/c/apostrophe/return.
Lastly, compilation is ... in a serious state of flux. The code is set
to compile bsnes/phoenix-gtk right now. Try it at your own risk. Give me
a few WIPs to get everything nice and refined. Ubuntu users will need
gcc-4.5, which you can get by adding the Maverick Meerkat repository,
updating apt, installing the gcc-4.5 + g++-4.5 packages, and then
removing and re-updating your apt/sources.list file so you don't end up
fucking your whole system when you run apt again in the future.
For anyone who can work with all of that, great! Please post a framerate
comparison between 32-bit and 64-bit builds. Any game, any screen, so
long as the FPS is not fluctuating when you measure it (eg don't do it
during an attract sequence.)
If anyone complains about the 64-bit binary not working and it turns out
they are on 32-bit Windows, they are going to be removed from this WIP
forum :P
byuu says:
This hopefully fixes vertical and horizontal mosaic with the accurate
S-PPU core.
It also adds frame-skipping support to the compatibility and performance
S-PPU cores. This is not visible to the user interface, because I feel
that virtually nobody is going to play with frame-skipping on when they
could use a faster emulation with it off. However, I did use it to
enhance the 'Fast Forward' key. When you press it, it will now turn off
video and audio sync, and set a frameskip of 9. This allows you to speed
things up an additional ~60% over your max theoretical speed without
frameskipping. ~35% with the compatible core, because the PPU is less of
a bottleneck for it. Slowdown was improved, it will turn on audio sync
if it is off until you release the key to ensure you actually get 30fps.
Eventually it'd probably be wise to set a cap on the fast forward speed,
but I hardly think it's an issue on today's computers.
byuu says:
Testing this one and all the new features would be appreciated.
New features?
http://img203.imageshack.us/img203/505/bsnes20100907.jpg
[For future reference, the above URL points to a screenshot of bsnes' Qt
GUI running with the following windows (apart from the main window) visible:
- A new 'state selection' dialog wih buttons labelled 'Slot 1' through
'Slot 10'.
- The 'Tools' dialog open to a new 'Effect Toggle' tab, which has
checkboxes for the various PPU backgrounds and sprites, and SPU
channels.
- The 'Configuration Settings' dialog open to the 'Advanced' tab, with
a "Use Native OS File Dialogs" checkbox.
- A 'Load Cartridge' dialog, which is the standard Windows file-open
dialog.
It seems these are the new features referred to. -- Ed]
byuu says:
This adds a new "Effect Toggle" window to the tools tab list. There's no
menu entry for it yet, oversight, but you can go to another tool and tab
to it.
The effect toggle window lets you toggle background/OAM layers on
a per-priority basis and DSP sound channels. This only works with the
compatibility and performance cores, because I'm not going to allow
accuracy-violating hacks like that into the core.
Non-essential icons have been removed, there's six of them left at the
moment. I am too much of a consistency guy to only have some scattered
around. I know other apps do that, but I'm not going to do that, and
I grow tired of trying to hammer in icons that don't really represent
the actions. Anyway, it still looks pretty good I think.
byuu says:
Holy hell, that was a total brain twister. After hours of crazy bit
twiddling and debug printf's, I finally figured out how to allow both
lores and hires scrolling in the accurate PPU renderer. In the process,
I modified the main loop to run from -7 to 255, regardless of the hires
setting, and perform X adjustment inside the tile fetching. This fixed
a strange main/subscreen misalignment issue, so I was able to restore
the proper sub-then-main rendering for the final screen output stage.
Code looks a good bit cleaner this way overall.
I also added load state and save state menus to the tools menu, so you
can use the menubar to load and save to ten slots. I am thinking that
I should nuke the icons. As pretty as they are, it's getting tiresome
trying to find icons for everything, I have no pictures to represent
loading or saving a slot, nor to represent individual slots. I'll just
stick to radios and checkboxes.
byuu says:
Bug-fix night for the new PPUs.
Accuracy:
Fixed BG palette clamping, which fixes Taz-Mania.
Added blocking for CGRAM writes during active display, to match the
compatibility core. It really should override to the last fetched
palette color, I'll probably try that out soon enough.
Performance:
Mosaic should match the other renderers. Unfortunately, as suspected, it
murders speed. 290->275fps. It's now only 11fps faster, hardly worth it
at all. But the old rendering code is really awful, so maybe it's for
the best it gets refreshed.
It's really tough to understand why this is such a performance hit, it's
just a decrement+compare check four times per pixel. But yeah, it hits
it really, really hard.
Fixed a missing check in Mode4 offset-per-tile, fixes vertical alignment
of a test image in the SNES Test Program.
(there was no r11 release posted to the WIP thread)
byuu says:
This took ten hours of mind boggling insanity to pull off.
It upgrades the S-PPU dot-based renderer to fetch one tile, and then
output all of its pixels before fetching again. It sounds easy enough,
but it's insanely difficult. I ended up taking one small shortcut, in
that rather than fetch at -7, I fetch at the first instance where a tile
is needed to plot to x=0. So if you have {-3 to +4 } as a tile, it
fetches at -3. That won't work so well on hardware, if two BGs fetch at
the same X offset, they won't have time.
I have had no luck staggering the reads at BG1=-7, BG3=-5, etc. While
I can shift and fetch just fine, what happens is that when a new tile is
fetched in, that gives a new palette, priority, etc; and this ends up
happening between two tiles which results in the right-most edges of the
screen ending up with the wrong colors and such.
Offset-per-tile is cheap as always. Although looking at it, I'm not sure
how BG3 could pre-fetch, especially with the way one or two OPT modes
can fetch two tiles.
There's no magic in Hoffset caching yet, so the SMW1 pixel issue is
still there.
Mode 7 got a bugfix, it was off-by-one horizontally from the mosaic
code. After re-designing the BG mosaic, I ended up needing a separate
mosaic for Mode7, and in the process I fixed that bug. The obvious
change is that the Chrono Trigger Mode7->Mode2 transition doesn't cause
the pendulum to jump anymore.
Windows were simplified just a tad. The range testing is shared for all
modes now. Ironically, it's a bit slower, but I'll take less code over
more speed for the accuracy core.
Speaking of speed, because there's so much less calculations per pixel
for BGs, performance for the entire emulator has gone up by 30% in the
accuracy core. Pretty neat overall, I can maintain 60fps in all but,
yeah you can guess can't you?
(there was no r09 release posted to the WIP thread)
byuu says:
It is feature-complete, but horizontal mosaic is less accurate. I have
an idea for a mosaic color ring buffer to get it equally accurate, but
I haven't implemented it yet. For now it's just a simple x & ~(mosaic >>
1) trick that is passable.
Hires blending was left out, as it's more processor intensive and
blargg's NTSC does a better job with that anyway.
There's some OPT vertical positioning issues in the SNES Test Program's
character test; Goodbye, Anthrox has some sort of fast CPU DMA issue;
etc.
Total speedup is a mere 13.5%. Not quite the 50% I wanted in the best
case, but I'll take what I can get.
254->289fps in Zelda 3 on my E8400 now. There's another 15% hiding with
blargg's SMP and 5-10% with blargg's fast DSP, but they lose too much
accuracy. It'd put me at or below Snes9X accuracy, while still being 50%
slower.
SSE2 was performing worse this time, both on x86 and amd64, so I left
that optimization off.
So, barring a miracle, this is about the best it's going to get.
byuu says:
This gets the basic new PPU skeleton up and running, still missing
a lot:
- Mode7
- direct color mode
- OAM color exemption (this one will impact performance negatively)
- vertical mosaic
- horizontal mosaic (this one may impact performance negatively)
- offset per tile
- interlace
- hires
- pseudo-hires
But it's correct enough to play most games okay.
So far, the new PPU is about 11% faster on my Atom, and 17% faster on my
E8400. I was hoping for more, but the window masking and sprite
calculation is just kicking my ass.
The 11/17 figure is total emulator overhead, so that means raw PPU vs
PPU, the new one is at least 22-34% faster than the old one.
I don't really have any ideas for additional optimizations. I'm even
using little-endian word reads where applicable. But at any rate, I need
to get all the above implemented correctly before trying to push
optimizations even further.
(there was no r06 release posted to the WIP thread)
byuu says:
New PPU renderer is coming along. Lots of new ideas, especially with
regards to the way the background renders in tiles rather than in
pixels. That skips the need for tile caching and compares, and it even
gets scrolling right.
The sprite item+tile lists are computing, but they are not rendering
yet.
It's a good deal faster for now, obviously, because 90% of the PPU
features are missing.
byuu says:
Started over again on the new S-PPU, heh. Three hours wasted last night
I guess.
I wanted to make the new one more like the accurate core in its
structure: multiple class instances for each background. It makes the
code easier to read, results in less structure insanity
(regs.main_enabled[bg] -> main_enabled), and will probably make it a tad
easier to parallelize if we want to go that route eg for the ARM.
Still very incomplete.
(there was no r03 release posted to the WIP thread)
byuu says:
This should provide hardware-accurate mosaic support in the accurate
renderer, with the exception that I'm still not sure what mid-frame
vertical mosaic or mid-scanline horizontal mosaic writes do. Either the
code I have is correct, or it bypasses the mosaic adjust and gives the
exact H/V positions.
I've also renamed the fast folder to alternative (thinking about naming
it simply alt instead), and started on a brand new PPU renderer. So far
it's just a barebones setup with some MMIO support and VRAM/OAM/CGRAM
writing. I'm not even confident that I can get this to be faster than
the current scanline renderer, but it's the only avenue that we have
left for any kind of significant bsnes speedup, so I have to try. I'm
going to finish up the MMIO stuff first, that way we have a clean slate
with no actual rendering. And then from here we can try various
different approaches.
byuu says:
This adds mosaic improvements to the S-PPU dot renderer. Specifically,
it eliminates the mosaic_table entirely, and performs mosaic adjustment
per pixel instead. It also moves from a mosaic countdown for mosaic Y to
a mosaic counter (incrementing).
In the process, I realized Sim Earth's map was broken, so I fixed that.
In doing so, I also fixed my old Mode7 demo that was always off-by-one,
causing different results on real hardware versus emulation. But then
I broke both Final Fantasy 5 and Air Strike Patrol effects that use
Mode7 but no mosaic.
I'm not really sure what's going on, but I think I am close. This is the
first time I can reproduce the Mode7 test ROM results without screwing
with M7Y which was obviously wrong. I think that somehow a mosaic >=
1 is glitching the Ycounter for the BG layers to tick one extra time.
There's a workaround that's not very nice to get everything going right
now. It could very well be that the workaround is hardware accurate, but
I can't help but feel there's a more eloquent way of doing this.
byuu says:
This adds RTS/CTS support to the serial communications emulation. Okay,
well the PC acts as if it is always ready, because it always is even on
the real thing, but the PC-waiting-for-SNES side works.
Source only, hardware communication only works on OS X and Linux
(Windows serial communication is totally different, I don't feel like
writing a Windows version), more documentation will come later.
byuu describes the changes since v067:
This release officially introduces the accuracy and performance cores,
alongside the previously-existing compatibility core. The accuracy core
allows the most accurate SNES emulation ever seen, with every last
processor running at the lowest possible clock synchronization level.
The performance core allows slower computers the chance to finally use
bsnes. It is capable of attaining 60fps in standard games even on an
entry-level Intel Atom processor, commonly found in netbooks.
The accuracy core is absolutely not meant for casual gaming at all. It
is meant solely for getting as close to 100% perfection as possible, no
matter the cost to speed. It should only be used for testing,
development or debugging.
The compatibility core is identical to bsnes v067 and earlier, but is
now roughly 10% faster. This is the default and recommended core for
casual gaming.
The performance core contains an entirely new S-CPU core, with
range-tested IRQs; and uses blargg's heavily-optimized S-DSP core
directly. Although there are very minor accuracy tradeoffs to increase
speed, I am confident that the performance core is still more accurate
and compatible than any other SNES emulator. The S-CPU, S-SMP, S-DSP,
SuperFX and SA-1 processors are all clock-based, just as in the accuracy
and compatibility cores; and as always, there are zero game-specific
hacks. Its compatibility is still well above 99%, running even the most
challenging games flawlessly.
If you have held off from using bsnes in the past due to its system
requirements, please give the performance core a try. I think you will
be impressed. I'm also not finished: I believe performance can be
increased even further.
I would also strongly suggest Windows Vista and Windows 7 users to take
advantage of the new XAudio2 driver by OV2. Not only does it give you
a performance boost, it also lowers latency and provides better sound by
way of skipping an API emulation layer.
Changelog:
- Split core into three profiles: accuracy, compatibility and
performance
- Accuracy core now takes advantage of variable-bitlength integers (eg
uint24_t)
- Performance core uses a new S-CPU core, written from scratch for speed
- Performance core uses blargg's snes_dsp library for S-DSP emulation
- Binaries are now compiled using GCC 4.5
- Added a workaround in the SA-1 core for a bug in GCC 4.5+
- The clock-based S-PPU renderer has greatly improved OAM emulation;
fixing Winter Gold and Megalomania rendering issues
- Corrected pseudo-hires color math in the clock-based S-PPU renderer;
fixing Super Buster Bros backgrounds
- Fixed a clamping bug in the Cx4 16-bit triangle operation [Jonas
Quinn]; fixing Mega Man X2 "gained weapon" star background effect
- Updated video renderer to properly handle mixed-resolution screens
with interlace enabled; fixing Air Strike Patrol level briefing screen
- Added mightymo's 2010-08-19 cheat code pack
- Windows port: added XAudio2 output support [OV2]
- Source: major code restructuring; virtual base classes for processor
- cores removed, build system heavily modified, etc.